Settings - Authentication, etc

RENAME_ENABLED <1> [<player>]

set (the default value and all players flags) or a specific player flag. default value is 1.

RENAME_PLAYER <player> <newname>

to rename the player from script

FORCE_SPECTATING <player>

force a player to spectator mode immediately. means the player is also killed if he's in the game.

LOGIN_REQUIRED <1> [<player>]

set (the default value and all players flags) or a specific player flag . default value is 0.
OBSOLETE.

ALLOW_PLAYER_TO_JOIN player_name 1|0

set the player flag to allow him join the game

RENAME_PLAYER_ENABLED playername 1|0

set the flag for the selected player

ALLOW_PLAYER_TO_JOIN_DEFAULT 1|0

set the default value for player joining the server

RENAME_ENABLED_DEFAULT 1|0

to set the default flag for player joining the server. if 0, players can't rename ...

RENAME_ENABLED 1|0

set the default value + all players flags

Special Settings for Target Zone

TARGET_LIFETIME <int>

default: -1. -1 means no limit. A positive value means the zone will collapse alone after n sec even if no one conquers it.

TARGET_SURVIVE_TIME <int>

default: 10. value <=0 means no limit. a positive value means the zone will remains n sec before collapsing after the first player enter the zone.

TARGET_INITIAL_SCORE <int>

default: 10. means the first player will win 10 pts.

TARGET_SCORE_DEPLETE <int>

default: 2. means the score for next player will be decrease by 2. second player will get 8 pts, 3rd 6 pts ...

TARGET_DECLARE_WINNER <bool>

default: 1. means the last target conquest declare winner (first player entering the last target zone is the winner)
So if you want infinite zone, just to catch the enter/left message, just set them to -1, -1, 0, 0, 0 ... and here it is, you have a switch in your map !

SET_TARGET_COMMAND <objectid> <event> <mode> <command>

Bind a command to a target zone. The command can be any valid command as written in the console.
objectid - is zone's name or game object id

event - is "onenter" or "onvanish". Set if the command will be executed when a player enter the zone or when the zone vanish

Mode - is "new" or "add". "new" will override previous command. "add" will hmmm, add :) the new command to previous ones. In this case, command will be executed in the corresponding order.

Command - is any valid command as for the console.

Special Settings for Influencing Zones

Spawn Zone

The ability to spawn all different types of zones via the command line or a script.
Zones no longer need to be specified in the map and can be spawned either via the console using /admin SPAWN_ZONE ... or using a script.

Possible types:

win - As soon as a player touches the zone he/his team win the round immediately.
death - Touch the zone you die.
ball - acts like a hockey puck, the should be some kind of goal you need to aim for. In the shape of a fortress zone.
flag - you can pick up a flag, it will stick to you for a specified period. Take it back to your base in ctf.
fortress - capture the enemies fortress/s and protect your own.
zombie - I deathzone that is locked onto a player. Sometimes you can shoot them and get rid of them.
target - can be used as a trigger for your script for many uses. A race checkpoint perhaps, or a deathzone generator.

Instead of <x> <y> one can write: L <x1> <y1> <x2> <y2> [...] Z
This will allow you to have the zone follow a set path. It will continue to use the same initial speed.
optional: if you wanr to give zones a name you can include:
SPAWN_ZONE n zone_name TARGET .....
If you give more than one zone the same name you can influence all zones of the same name simultaneously.

Abbreviations Explained

x - The x position of the zone

y - The y position of the zone

size - The radius for the zone

growth - The growth or shrink(if negative) rate for the zone

xdir - The x Direction for the zone to travel

ydir - The y Direction for the zone to travel

xdest - The x Destination for the player (teleport zone)

ydest - The y Destination for the player (teleport zone)

interactive - true or False, should zones bounce off walls or die when they get to walls?

rel|abs|cycle - rel and abs are relative or absolute using the map basis. cycle is relative using the cycle basis. it means 100 10 is a jump of 100 forward then 10 left (as trigonometric angles, left is +, right is -). This is to be understand before any direction change.
that means depending of the direction you entering the zone, you are teleported in a different direction Smile
Default value is rel.

xdirdest - The x Direction of the player 0 keeps keeps current direction (teleport zone)

ydirdest - The y Direction of the player 0 keeps keeps current direction (teleport zone)

relocation_factor - is to activate (1) or desactivate (0) the relocation to make you leave a zone of the same size at destination. Not sure I'm really clear on this point. I put 0 or 1 cause you can actually use 0.5 for example. Not sure this one works 100% well but it seems to have the expected impact on my comp. Default value is 1.

r - The red color component for a zone 0-15

g - The Green color component for a zone 0-15

b - The Blue color component for a zone 0-15

target_size - larges or smallest size for the zone to grow or shrink to

team - Escaped team name IE team_blue for Team Blue (no_team for closest to zone)

rubber - this spawns a rubber zone that can replenish or take away from a players rubber

target - this spawns a target zone

teleport - this spawns a zone to teleport a player

zombie - This spawns a Deathzone following a player

zombieOwner - this spawns a Zombie zones that is owned by 1 player but follows another

team

<team> must be the team name or anything else if you want to ignore the param. It is mandatory for flag and fortress type.
If you spell it incorrectly, it links the zone to the closest player team(default behavior).

cordinates (x,y)

<pos_x>, <pos_y>, self explanatory. Of course it depends of the map

size

<size> is the radius of the zone

growth

<growth> is the growing factor of the zone.

speed

<dir_x>, <dir_y> is the speed vector, to make the zone move all alone Wink

interactive

<bouncing_flag> is a boolean. true or false (still case sensitive). If true, it makes the zone bounce on the rim walls

colour

<red>, <green>, <blue> are the colour component for the zone between 0 and 15. If not specified, it will be white.
If the zone is linked to a team, the color will be the team color whatever you set here.

the 2 cases discribe the same square but the 2nd one will be 2 times slower

this is a route using spawn_zone functionnality so :

set_zone_position zoneA 100 100

will move the zone to 100,100 then back to it original location.
To stop it, I've made the route to stop if 2 points next to each other are identical. so:

set_zone_position zoneA 100 100 100 100

will stop the zone at the desired location(100,100).

COLLAPSE_ZONE <zone>

kill the specified zone or group of zones.

SET_ZONE_POSITION <zone> <x> <y>

SET_ZONE_RADIUS <zone> <radius> <growth_rate>

Change the radius and growth rate of zone or group of zones.

Universal Settings available

WAIT_FOR_EXTERNAL_SCRIPT 1|0

default is false
set it to 1 and the server stop at the end of the round and wait for the script to turn this setting back to 0 ...
Make sure you have it under control by your script, or it will render your server unusable.
it can be useful in many cases :

map rotation/mode rotation at the end so we know if round was win or draw

preparing the next map for race script so the script is not impacting the game (it use to be the case for race to winzone on marathon)

updating the ladder

sending messages to users

CYCLE_SPEED_MAX <int>

Default 100000. Unlike CYCLE_SPEED_MIN, which is "Minimal speed of your cycle, measured relative to CYCLE_SPEED". This is an int which is the actual maximum speed of your cycle. Things get ugly if you set CYCLE_SPEED_MAX < CYCLE_SPEED, but then they would.

RESPAWN_PLAYER <playername> <messageflag> <posx> <posy> <dirx> <diry>

<playername> - name of the player to be respawned

<messageflag> - should the message be displayed

<posx> <posy> - position of the spawn point

<dirx> <diry> - direction of driving

SVG output settings

SVG_OUTPUT_TIMING <n>

This will create a file called map.svg in the var directory. this image shows what the grid currently looks like.